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Silent
PostPosted: Sun Dec 13, 2009 1:59 am    Post subject: Anarchist Complex Playtest Reply with quote Accuse of treason

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Joined: 10 Jan 2005
Posts: 2885

Service Group: HPD&MC

Since I don't have time for a "JParanoia Session", and I certaintly can't hope for somebody else to playtest, I'm going to be playtesting the Anarchist Complex setting with a default PARANOIA mission. You have all received 'suggestions' by your Gang leaders to join up with an ad-hoc commission that plans some very fun terrorist attacks.

(EDIT: Since this is a playtest, I would really like experienced people to partake in this, although newbies will also be accepted.)

Meta-Rules:
1) You are allowed to generate your own characters, but if you don't want to, I'll use the random character generator to make one for you. Please use PXP rules when generating your character. You will receive some "Perversity Points" if you use any additional PARANOIA supplements (such as "Criminal Histories"). You must make three different rolls for Secret Societies and Mutations.
2) You are all traitors who dropped out of the system, for whatever reason. 'Offically' you are all RED Troubleshooters, and in Anarachist Complex, you are all "Worms". Clearance is meaningless in Anarachist Complex, but this knowledge will help you in both generating characters as well as in any dealings you have with Alpha Complex. You also start with 1,000 Credits, to be used at the IR Market, and 25 Perversity Points. You do not gain more Perversity Point for every tic you get. You will receive Peversity Points if you write a backstory explaining your character.
3) You start with 1 Status, but can buy more Status at the rate of 5 Perversity per additional Status point, to a max of 4 Status. So 5 for 2 Status, 10 for 3 Status, 15 for 4 Status. This option is only available now.
4) All dicerolling will be done by the GM.
5) Private conservations is allowed, but send me a copy of all messages. You may think you're alone, but you may actually be not.
6) Your Perversity Point total will be constantly available to all, as will your expenditures and gains. However, which way you're using them won't be. For example, if during a firefight, John-R-DOE says to me "I'll use 5 perversity points to increase my shot and 5 to decrease Jane-R-DOE's shot", you'll see he spent 5 on him and 5 on Jane, but won't know for sure which way. Speaking of firefights...
7) When it becomes clear that a combat is about to break out, the Turn posting will indicate this. Your PM to me will give me general guidance for how you want your role in the combat to go (including Perversity points expenditures). I will run the combat myself, using your PMs as guidance, until something significant happens ("significant" being defined by me as something I think you would want to respond to). At that point, I'll post another Turn, and if we're still in combat, we'll repeat the process.

Main Rules:
1) Death Leopard view life as cheap. In Anarchist Complex, doubly so. However, many Death Leopard does view "fame" as an overarching goal to aim for, and so will seek to peserve that fame whenever possible. You may purchase a "Successor" for 1 Status point. After you die, your Successor will inherit all the fame, glory, items, blame for previous treasons, secret society connections, etc. However, your Successor will not inherit all your Status (as some clones will contest the 'succession', or even claim to be the legit 'successor'). Instead, Status will be reduced by the following amount, based on your previous Rank.
-1 Status: Worm
-5 Status: Gang Lieutenant
-15 Status: Gang Leader
-25 Status: Superstar
-55 Status: Celeberity

(I am not comfortable with this rule for now, so I need to think about it for a bit.)

2) Rules for gaining Status via Terrorist Attacks are...well, it's hard to say, really. Lots of rumors floating around.
3) Rank is determined by Status. The more Status you have, the higher your rank:
-"Worm", new canon fooder who usually "volunteer" to join up with a Gang, and help that Gang run its small portion of Anarachist Complex. Usually the first who are 'encouraged' to join up Ad-Hoc Commissions:
0 Status Points
-Gang Lieutenant, in charge of carrying out the will of the Gang Leader and running the Gang while the Gang Leader is "on vacation":
10 Status Points
-Gang Leader, in charge of the Gang:
30 Stauts Points
-Superstar, pretty famous in the Anarchist Complex, usually in charge of rallying mulitple gangs and acting as the intermediaries between the Gang Leaders and the Celeberities:
50 Status Points
-Celeberity, Every Death Leopard admires these famous people. They're the spoiled ULTRAVIOLETs of Anarchist Complex.:
110 Status Points
5) Metal Points are similar to Power Levels and Access. Metal Points represent how effective you are in upholding Death Leopard's idea of fun, violence, and mayhem. Alternatively, it showcase how your insane you are. Either way, they may be effective in boosting your combat skills, and by extension, your survival.
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Phial, in ARC wrote:
I know I'm a dummy but, I realised as recently as yesterday why the IC game is in PLN sector.


Silent-B-PLN-6
Chief of Security(pending)
Works in: HPD&MC, Internal Security
Wearing: BLUE Jumpsuit



Silent-V-PLN-10 (deceased) Runs XAI Subsector
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Rickton
PostPosted: Sun Dec 13, 2009 4:30 pm    Post subject: Reply with quote Accuse of treason

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Joined: 04 Jun 2006
Posts: 1708

Service Group: R&D

Most likely interested. I don't have access to my PARANOIA book until the 19th, so if need be you can roll up my character.
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No.5127
PostPosted: Mon Dec 14, 2009 7:15 am    Post subject: Re: Anarchist Complex Playtest Reply with quote Accuse of treason

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Joined: 03 Aug 2007
Posts: 1060

Service Group: Technical Services

Silent wrote:
<...>
Main Rules:
1) Death Leopard view life as cheap. In Anarchist Complex, doubly so. However, many Death Leopard does view "fame" as an overarching goal to aim for, and so will seek to peserve that fame whenever possible. You may purchase a "Successor" for 1 Status point. After you die, your Successor will inherit all the fame, glory, items, blame for previous treasons, secret society connections, etc. However, your Successor will not inherit all your Status (as some clones will contest the 'succession', or even claim to be the legit 'successor'). Instead, Status will be reduced by the following amount, based on your previous Rank.
-1 Status: Worm
-5 Status: Gang Lieutenant
-15 Status: Gang Leader
-25 Status: Superstar
-55 Status: Celeberity

(I am not comfortable with this rule for now, so I need to think about it for a bit.)

<...>

I'd suggest to try these rules (about cloning): http://www.paranoia-live.net/forum/viewtopic.php?p=138662#138662
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Silent
PostPosted: Wed Dec 16, 2009 12:56 am    Post subject: Reply with quote Accuse of treason

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Joined: 10 Jan 2005
Posts: 2885

Service Group: HPD&MC

I think I would like those rules for acquiring Successors (1 Status Point is too cheap), but I don't really know if Status should easily be transferred from one person to another. On one hand, I would want to present a belief that support is not easily transferable, that some people may admire the original person and not his lackey. On the other hand, it's simple from a gameplay prespective and fair to the playerbase.

I lean towards abolishing the Status penalty though, so I'll rewrite the rules to match your suggestion, No.5127.
_________________
Phial, in ARC wrote:
I know I'm a dummy but, I realised as recently as yesterday why the IC game is in PLN sector.


Silent-B-PLN-6
Chief of Security(pending)
Works in: HPD&MC, Internal Security
Wearing: BLUE Jumpsuit



Silent-V-PLN-10 (deceased) Runs XAI Subsector
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Clockwork
PostPosted: Wed Dec 30, 2009 1:59 pm    Post subject: Reply with quote Accuse of treason

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Joined: 03 Dec 2009
Posts: 244

Service Group: R&D

Looks pretty interesting. I'll join.
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Status: Burning with the fires of passion
Wearing a Red Jumpsuit with boots
Unregistered Matter Eater
Tics: 1. Digests all evidence of crimes if he thinks IntSec is on to him.
2. Has a phobia of B3.

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Laz-R-RUS
A nervous wreck from Corpore Metal - his corrosion mutation repeatedly activates unconsciously when he becomes nervous.
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Silent
PostPosted: Mon Jan 04, 2010 4:43 pm    Post subject: Reply with quote Accuse of treason

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Joined: 10 Jan 2005
Posts: 2885

Service Group: HPD&MC

I'm glad to see there is interest, but, erm, not sure if there is enough for a playtest. Gah.
_________________
Phial, in ARC wrote:
I know I'm a dummy but, I realised as recently as yesterday why the IC game is in PLN sector.


Silent-B-PLN-6
Chief of Security(pending)
Works in: HPD&MC, Internal Security
Wearing: BLUE Jumpsuit



Silent-V-PLN-10 (deceased) Runs XAI Subsector
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Worldplace
PostPosted: Thu Jan 21, 2010 10:42 pm    Post subject: Reply with quote Accuse of treason

RED
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Joined: 17 Jan 2010
Posts: 49

Service Group: R&D

Sounds interesting. I'm too busy trying to get my own game up and running to join but I do have a suggestion. You might want to allow other SS infiltrators. Many would have an interest in putting in double agents and Free Enterprise would probably be operating openly swapping food for weapons. The Communists, PURGE, and FD would have an interest in trying to get the DLs to blow up the targets they want blown up. The FCCC-P would try to get some people in so they can rat on them to FC. The Illumanati would certainly be involved as they are with everything else. Int Sec would try to infiltrate for the same reason as the FCCC-P.
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Phial
PostPosted: Thu Jan 21, 2010 11:21 pm    Post subject: Reply with quote

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Joined: 16 Jun 2005
Posts: 5520

Service Group: PLC

Please read and comply with the rules.

Locked pending resolution of the above.
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